I'm trying to write a 3d simulation in C++ using Irrlicht as graphic engine and ODE for physics. Then I'm using a function to convert ODE quaternions to Irrlicht Euler angles. In order to do this, I'm using this code.
void QuaternionToEuler(const dQuaternion quaternion, vector3df &euler)
{
dReal w,x,y,z;
w = quaternion[0];
x = quaternion[1];
y = quaternion[2];
z = quaternion[3];
double sqw = w*w;
double sqx = x*x;
double sqy = y*y;
double sqz = z*z;
euler.Z = (irr::f32) (atan2(2.0 * (x*y + z*w),(sqx - sqy - sqz + sqw)) * (180.0f/irr::core::PI));
euler.X = (irr::f32) (atan2(2.0 * (y*z + x*w),(-sqx - sqy + sqz + sqw)) * (180.0f/irr::core::PI));
euler.Y = (irr::f32) (asin(-2.0 * (x*z - y*w)) * (180.0f/irr::core::PI));
}
It works fine for drawing in the correct position and rotation but the problems come with the asin
instruction. It only return values in the range of 0..90
- 0..-90
and I need to get a range from 0..360
degrees. At least I need to get a rotation in the range of 0..360
when I call node->getRotation().Y
.